Last week I talked about my ideas for an stat system for the RPG I’m designing. Since then, I’ve talked to a few people about my ideas and I’ve had a proper think on the subject. I ended up doing some mock rolls and firing up the old spreadsheet to get an idea of the probabilities and as it turns out, it’s not really workable. If you’re interested in the process, you can see some of my notes here.
What I ended up realizing is that for a roll-under system like what I had in mind, good old D12 just doesn’t have the range necessary to be a good fit for a roll-under system. The delta between a 50-50 chance and nearly impossible to fail is only 6 points and given that I want characters to at least feel competent, that puts the range of stats characters can have in a very narrow band.
So, keep what I learned, throw everything else under the bus and start over. I suspect that will become a theme as I write this system. Come up with an idea, give it a test and then chuck it out for sucking. So on to idea v0.2
Much like we talked about a few weeks ago and the week before this week, we’ll be talking about homebrew game systems. Specifically, about a system I’m designing myself. Last time, I figured out more or less what I want a basic combat cycle to look like.
However, I have no way to test if it’s any good without some dice to roll and stats to roll then against. So that’s what I’ll be trying to figure out today. In my system, what makes a wizard smart, what makes a fighter strong, what makes my fighter stronger than your fighter.
That’s right, we’re talking stats today, gentlefolk. Strap in, it’s going to be a wild ride.
This week, i’m trying something different. I’ll be doing a writeup of a class variant for my own D&D 5e game. One of the characters is (was) a member of an exclusive sect so it seems only fitting that they’d get a unique class variant.
And as an added bonus, I get to use these sweet powers for my adversaries, her former sisters in arms, when they inevitably come for her.
A bit of backstory on these ladies (and rarely men). The Hands of Tenzin are a group of spellcasters who serve the king of Aracea. They are responsible for keeping the magical energies of the world in check and as representatives of the god Tenzin, are expected to guide the seasons where neccesary.